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marginally improve comments

This commit is contained in:
feacur 2024-11-08 23:26:38 +01:00
parent 2e010a8f12
commit 2550ebb865

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@ -56,18 +56,18 @@ static ColliderCylinderInit sCylinderInit = {
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE }; static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
typedef enum EnMdAnimState { typedef enum EnMdAnimState {
/* 0x0 */ ENMD_ANIM_STATE_NONE, // no animation sequence /* 0x0 */ ENMD_ANIM_STATE_NONE, // no animation sequence
/* 0x1 */ ENMD_ANIM_STATE_AKIMBO_TO_HALT, // hands on hips -> tilted head /* 0x1 */ ENMD_ANIM_STATE_AKIMBO_TO_HALT, // hands on hips -> halt gesture
/* 0x2 */ ENMD_ANIM_STATE_HALT_TO_CURIOUS, // halt gesture -> tilted head /* 0x2 */ ENMD_ANIM_STATE_HALT_TO_CURIOUS, // halt gesture -> tilted head
/* 0x3 */ ENMD_ANIM_STATE_WALK_AWAY, // stop halt gesture -> start walking -> walking /* 0x3 */ ENMD_ANIM_STATE_WALK_AWAY, // stop halt gesture -> start walking -> walking
/* 0x4 */ ENMD_ANIM_STATE_TWITCH_TO_AKIMBO_UNUSED, // start walking -> hands on hips; never set /* 0x4 */ ENMD_ANIM_STATE_TWITCH_AKIMBO_UNUSED, // start walking -> hands on hips; never set
/* 0x5 */ ENMD_ANIM_STATE_HALT_TO_AKIMBO, // halt gesture -> hands on hips /* 0x5 */ ENMD_ANIM_STATE_HALT_TO_AKIMBO, // halt gesture -> hands on hips
/* 0x6 */ ENMD_ANIM_STATE_SURPRISE_TO_ANNOYED, // slightly raise arms from hips -> look away /* 0x6 */ ENMD_ANIM_STATE_SURPRISE_TO_ANNOYED, // slightly raise arms from hips -> look away
/* 0x7 */ ENMD_ANIM_STATE_SURPRISE_TO_AKIMBO, // lower slightly raised arms to hips -> hands on hips /* 0x7 */ ENMD_ANIM_STATE_SURPRISE_TO_AKIMBO, // lower slightly raised arms to hips -> hands on hips
/* 0x8 */ ENMD_ANIM_STATE_CURIOUS_TO_ANNOYED, // tilted head and *slam* -> looking away /* 0x8 */ ENMD_ANIM_STATE_CURIOUS_TO_ANNOYED, // tilted head and *slam* -> looking away
/* 0x9 */ ENMD_ANIM_STATE_ANNOYED_TO_HALT, // looking away -> halt gesture /* 0x9 */ ENMD_ANIM_STATE_ANNOYED_TO_HALT, // looking away -> halt gesture
/* 0xA */ ENMD_ANIM_STATE_AKIMBO_TO_ANNOYED, // hands on hips -> looking away /* 0xA */ ENMD_ANIM_STATE_AKIMBO_TO_ANNOYED, // hands on hips -> looking away
/* 0xB */ ENMD_ANIM_STATE_STOP_WALKING // stop -> akimbo /* 0xB */ ENMD_ANIM_STATE_STOP_WALKING // stop walking -> akimbo
} EnMdAnimState; } EnMdAnimState;
typedef enum EnMdAnimIndex { typedef enum EnMdAnimIndex {
@ -168,7 +168,7 @@ void EnMd_UpdateAnimState_WalkAway(EnMd* this) {
} }
} }
void EnMd_UpdateAnimState_TwitchToAkimbo_Unused(EnMd* this) { void EnMd_UpdateAnimState_TwitchAkimbo_Unused(EnMd* this) {
switch (this->animEntry) { switch (this->animEntry) {
case 0: case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_WALK); Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_INDEX_AKIMBO_TO_WALK);
@ -307,9 +307,9 @@ void EnMd_UpdateAnimState(EnMd* this) {
case ENMD_ANIM_STATE_WALK_AWAY: case ENMD_ANIM_STATE_WALK_AWAY:
EnMd_UpdateAnimState_WalkAway(this); EnMd_UpdateAnimState_WalkAway(this);
break; break;
case ENMD_ANIM_STATE_TWITCH_TO_AKIMBO_UNUSED: case ENMD_ANIM_STATE_TWITCH_AKIMBO_UNUSED:
// unreachable // unreachable
EnMd_UpdateAnimState_TwitchToAkimbo_Unused(this); EnMd_UpdateAnimState_TwitchAkimbo_Unused(this);
break; break;
case ENMD_ANIM_STATE_HALT_TO_AKIMBO: case ENMD_ANIM_STATE_HALT_TO_AKIMBO:
EnMd_UpdateAnimState_HaltToAkimbo(this); EnMd_UpdateAnimState_HaltToAkimbo(this);